How to Optimize Game Idea Pivots Using a Design Compass
Navigating the Rapids: Using a Design Compass to Optimize Game Idea Pivots
Scope creep. Feature bloat. These are the monsters lurking in the depths of indie game development, ready to swallow your project whole. You start with a clear vision, but then the “what ifs” begin. What if we added multiplayer? What if we included crafting? Suddenly, your focused game is a sprawling, unmanageable mess.
But what if there was a way to explore those “what ifs” responsibly? A way to pivot your game idea without losing your way? Enter the Design Compass: a tool for navigating the treacherous waters of game development.
The Journaling Jumpstart: Clarifying Your Vision
Before you even think about pivots, you need a solid foundation. This starts with understanding your initial vision. A game dev journal is crucial for this.
Consider Maya, a solo developer working on a pixel art RPG. Initially, she envisioned a simple, story-driven experience. But halfway through development, she started to feel the itch to add complex combat mechanics. She wasn’t sure if it would enhance the game or bloat it.
Instead of diving in headfirst, Maya started journaling. She wrote about her original inspiration, the core feeling she wanted players to experience, and the scope she initially defined. Through journaling, she realized the complex combat distracted from the core narrative and the emotional impact she was aiming for.
Maya’s story highlights a crucial point: a game dev journal helps you identify and solidify your core vision. This is your North Star.
Building Your Design Compass
The Design Compass is a framework for evaluating potential pivots against your core vision. It consists of four key points:
- North: Core Vision: This is your game’s heart and soul. The central feeling, message, or mechanic you want to deliver. What makes your game unique?
- East: Target Audience: Who are you making this game for? What are their expectations, preferences, and limitations?
- South: Technical Feasibility: Can you actually build this feature with your current skillset and tools? Be honest with yourself.
- West: Resource Constraints: Time, money, and sanity. These are finite resources. How will this pivot impact them?
Pivoting with Purpose: Using the Compass
Now, let’s say you have a new idea – a tempting pivot. How do you evaluate it using the Design Compass? Ask yourself the following questions for each point:
- North (Core Vision): Does this pivot enhance or detract from the core experience? Does it align with the original vision?
- East (Target Audience): Will your target audience appreciate this change? Does it cater to their preferences, or does it alienate them?
- South (Technical Feasibility): Can you realistically implement this pivot given your technical abilities? What new skills or tools will you need to learn?
- West (Resource Constraints): How much time and effort will this pivot require? Will it delay your release? Will it burn you out?
For example, let’s revisit Maya. After carefully considering adding complex combat, she concluded it clashed with her core vision (North). Her target audience (East) was more interested in story than complex mechanics. The technical implementation (South) would require significant learning, eating into her limited time (West). Based on this evaluation, she decided to reject the pivot.
Document Everything: Your Pivot Log
The key to effectively using the Design Compass is documenting your decisions. Don’t rely on memory. Create a “pivot log” within your game dev journal.
For each potential pivot, record:
- The idea itself
- Your evaluation of each compass point (North, East, South, West)
- Your final decision (accept or reject)
- Your reasoning behind the decision
This log serves as a valuable record of your creative process. It helps you avoid revisiting the same bad ideas and provides a reference point for future decisions. Many teams use spreadsheets or documents for this type of work.
Consider using our journaling tool to make sure all of the new ideas you are analyzing using the Design Compass are properly documented and easy to compare, so that you don’t waste time and effort pursuing bad ideas. Start your first entry today at document your design compass.
Staying on Course: Avoiding the Shiny Object Syndrome
Shiny Object Syndrome is the enemy of focus. It’s the constant temptation to chase after the latest trend or feature, even if it doesn’t fit your game.
The Design Compass is your shield against this syndrome. By consistently evaluating new ideas against your core vision and resource constraints, you can filter out the noise and stay focused on your goals.
Conclusion
Pivoting in game development is inevitable. The key is to do it strategically, not impulsively. The Design Compass provides a framework for evaluating potential pivots, ensuring that you stay true to your core vision while exploring new possibilities. Combine the Design Compass with a diligent game dev journal, and you’ll be well-equipped to navigate the challenges of indie game development and bring your vision to life.